Has this paradigm been explored as a basis for visual programming languages? It seems like it could do a better job of handling the “density” of a program, which is often a problem in VPLs.
I love this concept but I feel it is hamstrung by the need to write it using a text editor. If the rectangles were defined by actual graphical shapes it would be a lot easier to read and understand.
Also I wonder if positional parameters would need to be replaced by named arguments.
Having only the corners marked out with weird markers makes it hard to visualize the rectangles. It would be nicer to have the entire rectangle laid out of Unicode box drawing characters.
Truly interesting read! @mhagiwara The article reads very well.
With the bandwidth left from parsing all that new information, all I can say is this is something. I know there's still a whole lot of figuring out to do.
(I imagine if there were peeps from other-than-earth, they'd probably communicate in a manner as this - depicted in the "Arrival" movie)
Thanks for sharing. I'll be donating a star on github and keeping watch-O
In the very early 2000s, a coworker of mine, who was frequently banned from the Something Awful forums, shared with me a language, which I think was called “Path”, that was 2D. IIRC, execution of code followed a textual path through the file. I seem to remember it being sort of like a 2D brainfuck. You essentially drew a map to compute.
When I look at Orca (https://100r.co/site/orca.html) I’m reminded of it, but it was definitely unique. Anyone happen to remember / have a link to a successor?
Upvoted for the likelihood of producing interesting conversations on HN. But fundamentally this Recto language looks 1D, not 2D. As IsTom said below, it looks like "braces/parens with extra steps."
If there were any actual "in-game effect" of the rectangles — e.g. a "rotate rectangle" primitive that would change the order in which atoms were evaluated; or some meaning given to overlapping rectangles as in OgsyedIE's comment — then it would be much more interesting, because it would no longer be exactly isomorphic to Lisp/Scheme.
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[ 2.8 ms ] story [ 49.8 ms ] threadhttps://i.redd.it/tfd086olfoif1.jpeg
No languages captures time as a dimension, yet.
[1] https://esolangs.org/wiki/Esolang:Categorization#Dimensions
Also I wonder if positional parameters would need to be replaced by named arguments.
With the bandwidth left from parsing all that new information, all I can say is this is something. I know there's still a whole lot of figuring out to do.
(I imagine if there were peeps from other-than-earth, they'd probably communicate in a manner as this - depicted in the "Arrival" movie)
Thanks for sharing. I'll be donating a star on github and keeping watch-O
Anyone having a look at a musical score can conclude this is wrong.
Even when it comes to spoken language, intonation is conveying a lot, even in languages which are not classified as tonal.
All that said, that's nice to see an exploration of exotic expression form. It doesn't need to down other approach to make shine its own.
When I look at Orca (https://100r.co/site/orca.html) I’m reminded of it, but it was definitely unique. Anyone happen to remember / have a link to a successor?
If there were any actual "in-game effect" of the rectangles — e.g. a "rotate rectangle" primitive that would change the order in which atoms were evaluated; or some meaning given to overlapping rectangles as in OgsyedIE's comment — then it would be much more interesting, because it would no longer be exactly isomorphic to Lisp/Scheme.